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/**************************************************************
*
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements. See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance
* with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing,
* software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
* KIND, either express or implied. See the License for the
* specific language governing permissions and limitations
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*************************************************************/
#ifndef _UNDO_HXX
#define _UNDO_HXX
#include "svl/svldllapi.h"
#include <tools/rtti.hxx>
#include <tools/string.hxx>
#include <svl/svarray.hxx>
#include <boost/scoped_ptr.hpp>
#include <vector>
#include <limits>
//====================================================================
class SVL_DLLPUBLIC SfxRepeatTarget
{
public:
TYPEINFO();
virtual ~SfxRepeatTarget() = 0;
};
//====================================================================
class SVL_DLLPUBLIC SfxUndoContext
{
public:
virtual ~SfxUndoContext() = 0;
};
//====================================================================
class SfxLinkUndoAction;
class SVL_DLLPUBLIC SfxUndoAction
{
private:
SfxLinkUndoAction* mpSfxLinkUndoAction;
public:
TYPEINFO();
SfxUndoAction();
virtual ~SfxUndoAction();
virtual void SetLinkToSfxLinkUndoAction(SfxLinkUndoAction* pSfxLinkUndoAction);
virtual void Undo();
virtual void UndoWithContext( SfxUndoContext& i_context );
virtual void Redo();
virtual void RedoWithContext( SfxUndoContext& i_context );
virtual void Repeat(SfxRepeatTarget&);
virtual sal_Bool CanRepeat(SfxRepeatTarget&) const;
virtual sal_Bool Merge( SfxUndoAction *pNextAction );
virtual UniString GetComment() const;
virtual UniString GetRepeatComment(SfxRepeatTarget&) const;
virtual sal_uInt16 GetId() const;
private:
SfxUndoAction& operator=( const SfxUndoAction& ); // n.i.!!
};
//========================================================================
/// is a mark on the Undo stack
typedef sal_Int32 UndoStackMark;
#define MARK_INVALID ::std::numeric_limits< UndoStackMark >::max()
//========================================================================
struct MarkedUndoAction
{
SfxUndoAction* pAction;
::std::vector< UndoStackMark > aMarks;
MarkedUndoAction( SfxUndoAction* i_action )
:pAction( i_action )
,aMarks()
{
}
};
class SfxUndoActions
{
private:
::std::vector< MarkedUndoAction > m_aActions;
public:
SfxUndoActions()
{
}
bool empty() const { return m_aActions.empty(); }
size_t size() const { return m_aActions.size(); }
const MarkedUndoAction& operator[]( size_t i ) const { return m_aActions[i]; }
MarkedUndoAction& operator[]( size_t i ) { return m_aActions[i]; }
void Remove( size_t i_pos )
{
m_aActions.erase( m_aActions.begin() + i_pos );
}
void Remove( size_t i_pos, size_t i_count )
{
m_aActions.erase( m_aActions.begin() + i_pos, m_aActions.begin() + i_pos + i_count );
}
void Insert( SfxUndoAction* i_action, size_t i_pos )
{
m_aActions.insert( m_aActions.begin() + i_pos, MarkedUndoAction( i_action ) );
}
};
//====================================================================
/** do not make use of these implementation details, unless you
really really have to! */
struct SVL_DLLPUBLIC SfxUndoArray
{
SfxUndoActions aUndoActions;
size_t nMaxUndoActions;
size_t nCurUndoAction;
SfxUndoArray *pFatherUndoArray;
SfxUndoArray(size_t nMax=0):
nMaxUndoActions(nMax), nCurUndoAction(0),
pFatherUndoArray(0) {}
~SfxUndoArray();
};
//=========================================================================
/** do not make use of these implementation details, unless you
really really have to! */
class SVL_DLLPUBLIC SfxListUndoAction : public SfxUndoAction, public SfxUndoArray
/* [Beschreibung]
UndoAction zur Klammerung mehrerer Undos in einer UndoAction.
Diese Actions werden vom SfxUndoManager verwendet. Dort
wird mit < SfxUndoManager::EnterListAction > eine Klammerebene
geoeffnet und mit <SfxUndoManager::LeaveListAction > wieder
geschlossen. Redo und Undo auf SfxListUndoActions wirken
Elementweise.
*/
{
public:
TYPEINFO();
SfxListUndoAction( const UniString &rComment,
const UniString rRepeatComment, sal_uInt16 Id, SfxUndoArray *pFather);
virtual void Undo();
virtual void UndoWithContext( SfxUndoContext& i_context );
virtual void Redo();
virtual void RedoWithContext( SfxUndoContext& i_context );
virtual void Repeat(SfxRepeatTarget&);
virtual sal_Bool CanRepeat(SfxRepeatTarget&) const;
virtual sal_Bool Merge( SfxUndoAction *pNextAction );
virtual UniString GetComment() const;
virtual UniString GetRepeatComment(SfxRepeatTarget&) const;
virtual sal_uInt16 GetId() const;
void SetComment( const UniString& rComment );
private:
sal_uInt16 nId;
UniString aComment;
UniString aRepeatComment;
};
//=========================================================================
/** is a callback interface for notifications about state changes of an SfxUndoManager
*/
class SAL_NO_VTABLE SfxUndoListener
{
public:
virtual void actionUndone( const String& i_actionComment ) = 0;
virtual void actionRedone( const String& i_actionComment ) = 0;
virtual void undoActionAdded( const String& i_actionComment ) = 0;
virtual void cleared() = 0;
virtual void clearedRedo() = 0;
virtual void resetAll() = 0;
virtual void listActionEntered( const String& i_comment ) = 0;
virtual void listActionLeft( const String& i_comment ) = 0;
virtual void listActionLeftAndMerged() = 0;
virtual void listActionCancelled() = 0;
virtual void undoManagerDying() = 0;
};
//=========================================================================
namespace svl
{
class SAL_NO_VTABLE IUndoManager
{
public:
enum
{
CurrentLevel = true,
TopLevel = false
};
virtual ~IUndoManager() { };
virtual void SetMaxUndoActionCount( size_t nMaxUndoActionCount ) = 0;
virtual size_t GetMaxUndoActionCount() const = 0;
virtual void AddUndoAction( SfxUndoAction *pAction, sal_Bool bTryMerg=sal_False ) = 0;
virtual size_t GetUndoActionCount( bool const i_currentLevel = CurrentLevel ) const = 0;
virtual sal_uInt16 GetUndoActionId() const = 0;
virtual UniString GetUndoActionComment( size_t nNo=0, bool const i_currentLevel = CurrentLevel ) const = 0;
virtual SfxUndoAction* GetUndoAction( size_t nNo=0 ) const = 0;
virtual size_t GetRedoActionCount( bool const i_currentLevel = CurrentLevel ) const = 0;
virtual UniString GetRedoActionComment( size_t nNo=0, bool const i_currentLevel = CurrentLevel ) const = 0;
virtual SfxUndoAction* GetRedoAction( size_t nNo=0, bool const i_currentLevel = CurrentLevel ) const = 0;
virtual sal_Bool Undo() = 0;
virtual sal_Bool Redo() = 0;
/** clears both the Redo and the Undo stack.
Will assert and bail out when called while within a list action (<member>IsInListAction</member>).
*/
virtual void Clear() = 0;
/** clears the Redo stack.
Will assert and bail out when called while within a list action (<member>IsInListAction</member>).
*/
virtual void ClearRedo() = 0;
/** leaves any possible open list action (<member>IsInListAction</member>), and clears both the Undo and the
Redo stack.
Effectively, calling this method is equivalent to <code>while ( IsInListAction() ) LeaveListAction();</code>,
followed by <code>Clear()</code>. The only difference to this calling sequence is that Reset is an
atomar operation, also resulting in only one notification.
*/
virtual void Reset() = 0;
/** determines whether an Undo or Redo is currently running
*/
virtual bool IsDoing() const = 0;
virtual size_t GetRepeatActionCount() const = 0;
virtual UniString GetRepeatActionComment( SfxRepeatTarget &rTarget) const = 0;
virtual sal_Bool Repeat( SfxRepeatTarget &rTarget ) = 0;
virtual sal_Bool CanRepeat( SfxRepeatTarget &rTarget ) const = 0;
virtual void EnterListAction(const UniString &rComment, const UniString& rRepeatComment, sal_uInt16 nId=0) = 0;
/** leaves the list action entered with EnterListAction
@return the number of the sub actions in the list which has just been left. Note that in case no such
actions exist, the list action does not contribute to the Undo stack, but is silently removed.
*/
virtual size_t LeaveListAction() = 0;
/** leaves the list action entered with EnterListAction, and forcefully merges the previous
action on the stack into the newly created list action.
Say you have an Undo action A on the stack, then call EnterListAction, followed by one or more calls to
AddUndoAction, followed by a call to LeaveAndMergeListAction. In opposite to LeaveListAction, your Undo
stack will now still contain one undo action: the newly created list action, whose first child is the
original A, whose other children are those you added via AddUndoAction, and whose comment is the same as
the comment of A.
Effectively, this means that all actions added between EnterListAction and LeaveAndMergeListAction are
hidden from the user.
@return the number of the sub actions in the list which has just been left. Note that in case no such
actions exist, the list action does not contribute to the Undo stack, but is silently removed.
*/
virtual size_t LeaveAndMergeListAction() = 0;
/// determines whether we're within a ListAction context, i.e. a LeaveListAction/LeaveAndMergeListAction call is pending
virtual bool IsInListAction() const = 0;
/// determines how many nested list actions are currently open
virtual size_t GetListActionDepth() const = 0;
/** clears the redo stack and removes the top undo action */
virtual void RemoveLastUndoAction() = 0;
/** enables (true) or disables (false) recording of undo actions
If undo actions are added while undo is disabled, they are deleted.
Disabling undo does not clear the current undo buffer!
Multiple calls to <code>EnableUndo</code> are not cumulative. That is, calling <code>EnableUndo( false )</code>
twice, and then calling <code>EnableUndo( true )</code> means that Undo is enable afterwards.
*/
virtual void EnableUndo( bool bEnable ) = 0;
// returns true if undo is currently enabled
// This returns false if undo was disabled using EnableUndo( false ) and
// also during the runtime of the Undo() and Redo() methods.
virtual bool IsUndoEnabled() const = 0;
/// adds a new listener to be notified about changes in the UndoManager's state
virtual void AddUndoListener( SfxUndoListener& i_listener ) = 0;
virtual void RemoveUndoListener( SfxUndoListener& i_listener ) = 0;
};
}
//=========================================================================
namespace svl { namespace undo { namespace impl
{
class UndoManagerGuard;
class LockGuard;
} } }
struct SfxUndoManager_Data;
class SVL_DLLPUBLIC SfxUndoManager : public ::svl::IUndoManager
{
friend class SfxLinkUndoAction;
::boost::scoped_ptr< SfxUndoManager_Data >
m_pData;
public:
SfxUndoManager( size_t nMaxUndoActionCount = 20 );
virtual ~SfxUndoManager();
// IUndoManager overridables
virtual void SetMaxUndoActionCount( size_t nMaxUndoActionCount );
virtual size_t GetMaxUndoActionCount() const;
virtual void AddUndoAction( SfxUndoAction *pAction, sal_Bool bTryMerg=sal_False );
virtual size_t GetUndoActionCount( bool const i_currentLevel = CurrentLevel ) const;
virtual sal_uInt16 GetUndoActionId() const;
virtual UniString GetUndoActionComment( size_t nNo=0, bool const i_currentLevel = CurrentLevel ) const;
virtual SfxUndoAction* GetUndoAction( size_t nNo=0 ) const;
virtual size_t GetRedoActionCount( bool const i_currentLevel = CurrentLevel ) const;
virtual UniString GetRedoActionComment( size_t nNo=0, bool const i_currentLevel = CurrentLevel ) const;
virtual SfxUndoAction* GetRedoAction( size_t nNo=0, bool const i_currentLevel = CurrentLevel ) const;
virtual sal_Bool Undo();
virtual sal_Bool Redo();
virtual void Clear();
virtual void ClearRedo();
virtual void Reset();
virtual bool IsDoing() const;
virtual size_t GetRepeatActionCount() const;
virtual UniString GetRepeatActionComment( SfxRepeatTarget &rTarget) const;
virtual sal_Bool Repeat( SfxRepeatTarget &rTarget );
virtual sal_Bool CanRepeat( SfxRepeatTarget &rTarget ) const;
virtual void EnterListAction(const UniString &rComment, const UniString& rRepeatComment, sal_uInt16 nId=0);
virtual size_t LeaveListAction();
virtual size_t LeaveAndMergeListAction();
virtual bool IsInListAction() const;
virtual size_t GetListActionDepth() const;
virtual void RemoveLastUndoAction();
virtual void EnableUndo( bool bEnable );
virtual bool IsUndoEnabled() const;
virtual void AddUndoListener( SfxUndoListener& i_listener );
virtual void RemoveUndoListener( SfxUndoListener& i_listener );
/** marks the current top-level element of the Undo stack, and returns a unique ID for it
*/
UndoStackMark MarkTopUndoAction();
/** removes a mark given by its ID.
After the call, the mark ID is invalid.
*/
void RemoveMark( UndoStackMark const i_mark );
/** determines whether the top action on the Undo stack has a given mark
*/
bool HasTopUndoActionMark( UndoStackMark const i_mark );
/** removes the oldest Undo actions from the stack
*/
void RemoveOldestUndoActions( size_t const i_count );
protected:
sal_Bool UndoWithContext( SfxUndoContext& i_context );
sal_Bool RedoWithContext( SfxUndoContext& i_context );
void ImplClearRedo_NoLock( bool const i_currentLevel );
/** clears all undo actions on the current level, plus all undo actions on superordinate levels,
as soon as those levels are reached.
If no list action is active currently, i.e. we're on the top level already, this method is equivalent to
->Clear.
Otherwise, the Undo actions on the current level are removed. Upon leaving the current list action, all
undo actions on the then-current level are removed, too. This is continued until the top level is reached.
*/
void ClearAllLevels();
private:
size_t ImplLeaveListAction( const bool i_merge, ::svl::undo::impl::UndoManagerGuard& i_guard );
bool ImplAddUndoAction_NoNotify( SfxUndoAction* pAction, bool bTryMerge, bool bClearRedo, ::svl::undo::impl::UndoManagerGuard& i_guard );
void ImplClearRedo( ::svl::undo::impl::UndoManagerGuard& i_guard, bool const i_currentLevel );
void ImplClearUndo( ::svl::undo::impl::UndoManagerGuard& i_guard );
void ImplClearCurrentLevel_NoNotify( ::svl::undo::impl::UndoManagerGuard& i_guard );
size_t ImplGetRedoActionCount_Lock( bool const i_currentLevel = CurrentLevel ) const;
bool ImplIsUndoEnabled_Lock() const;
bool ImplIsInListAction_Lock() const;
void ImplEnableUndo_Lock( bool const i_enable );
sal_Bool ImplUndo( SfxUndoContext* i_contextOrNull );
sal_Bool ImplRedo( SfxUndoContext* i_contextOrNull );
friend class ::svl::undo::impl::LockGuard;
};
//=========================================================================
class SVL_DLLPUBLIC SfxLinkUndoAction : public SfxUndoAction
/* [Beschreibung]
Die SfxLinkUndoAction dient zur Verbindung zweier SfxUndoManager. Die
im ersten SfxUndoManager eingefuegten SfxUndoAction leiten ihr Undo und Redo
an den zweiten weiter, so dass ein Undo und Redo am ersten
SfxUndoManager wie eine am zweiten wirkt.
Die SfxLinkUndoAction ist nach dem Einfuegen der SfxUndoAction am
zweiten SfxUndoManager einzufuegen. Waehrend der zweite SfxUndoManager
vom ersten ferngesteuert wird, duerfen an ihm weder Actions eingefuegt werden,
noch darf Undo/Redo aufgerufen werden.
*/
{
private:
friend class SfxUndoAction;
void LinkedSfxUndoActionDestructed(const SfxUndoAction& rCandidate);
public:
TYPEINFO();
SfxLinkUndoAction(::svl::IUndoManager *pManager);
~SfxLinkUndoAction();
virtual void Undo();
virtual void Redo();
virtual sal_Bool CanRepeat(SfxRepeatTarget& r) const;
virtual void Repeat(SfxRepeatTarget&r);
virtual UniString GetComment() const;
virtual UniString GetRepeatComment(SfxRepeatTarget&r) const;
virtual sal_uInt16 GetId() const;
SfxUndoAction* GetAction() const { return pAction; }
protected:
::svl::IUndoManager *pUndoManager;
SfxUndoAction *pAction;
};
#endif